﻿/*
 * Copyright (c) 2011
 * Thomas Rozanski, Geoffrey Wright, Zachary Lynn, Jesse Natalie
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the team nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THOMAS ROZANSKI, GEOFFREY WRIGHT,
 * ZACHARY LYNN, OR JESSE NATALIE BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using Microsoft.Xna.Framework;
using Kinected;

namespace Pinball
{
    /// <summary>Positioning and animation logic for an on-screen bumper.</summary>
    class Bumper
    {
        private Circle bounds;
        private Vector2 origin;
        private float scale, compression;

        public float Scale { get { return scale - compression; } }

        public Vector2 Position { get { return bounds.Center - origin; } }

        public Vector2 Origin { get { return origin; } }

        public Circle Bounds { get { return bounds; } }

        public Bumper(Circle circle, float textureWidth)
        {
            this.bounds = circle;

            origin = new Vector2(circle.Radius);

            scale = circle.Radius / (textureWidth / 2);
        }

        /// <summary>Bumper hit animation.</summary>
        public void Hit()
        {
            compression = scale * 0.05f;
        }

        /// <summary>Update the bumper.</summary>
        public void Update()
        {
            compression = MathHelper.Lerp(compression, 0.0f, 0.1f);
        }
    }
}
